starfighter/code/explosions.cpp

115 lines
2.8 KiB
C++

/*
Copyright (C) 2003 Parallel Realities
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "Starfighter.h"
/*
Create a new explosion based on supplied parameters.
The "type" will actually be used as an explosion frame check.
All explosion types have 4 images. The "thinktime" will be used
to change frames on a 21, 14, 7 basis.
*/
void addExplosion(float x, float y, int type)
{
object *explosion = new object;
explosion->next = NULL;
explosion->active = true;
explosion->x = x;
explosion->y = y;
explosion->thinktime = 28;
explosion->face = type;
explosion->image[0] = graphics.shape[type];
engine.explosionTail->next = explosion;
engine.explosionTail = explosion;
}
/*
* This very simply just adds a tiny explosion at the coordinate specified.
* It creates a small engine like effect.
*/
void addEngine(object *craft)
{
if (rand() % 2 == 0)
return;
float x = craft->x + (craft->engineX * craft->face);
float y = craft->y + craft->engineY;
y += Math::rrand(-3, 3);
addExplosion(x, y, E_TINY_EXPLOSION);
}
/*
Loops through active explosions and decrements their think time.
If their thinktime is divisable by 5, then the frame is changed to
the next one up (for example 0->1->2-3). When their think time is 0,
the explosion is killed off.
*/
void doExplosions()
{
object *prevExplosion = engine.explosionHead;
object *explosion = engine.explosionHead;
engine.explosionTail = engine.explosionHead;
while (explosion->next != NULL)
{
explosion = explosion->next;
if (explosion->active)
{
explosion->x += engine.ssx;
explosion->y += engine.ssy;
if (isOnScreen((int)explosion->x, (int)explosion->y, explosion->image[0]->w, explosion->image[0]->h))
graphics.blit(explosion->image[0], (int)explosion->x, (int)explosion->y);
if(rand() % 7 == 0)
{
explosion->thinktime -= 7;
if(explosion->thinktime < 1)
{
explosion->active = false;
}
else
{
explosion->face++;
explosion->image[0] = graphics.shape[explosion->face];
}
}
}
if (explosion->active)
{
prevExplosion = explosion;
engine.explosionTail = explosion;
}
else
{
prevExplosion->next = explosion->next;
delete explosion;
explosion = prevExplosion;
}
}
}